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Low DPI and wrong resolution in Mac OS X High Sierra. #53
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Ok, I found the issue: Do you think it's worth mentioning in the README.md in the "Build" section ? I can open a PR. The font of the editor is still very aliased, but it's more a scintilla issue I suppose. EDIT: Actually, the DPI seems to be still wrong. When I open it in fullscreen the text is super small and it make every other application opened on my mac the same. |
@alkama all yours |
Hello, there is a CMake flag to enable HiDPI build indeed, and no need to mess with the plist, it should produce the correct result. Also note that GLFW 3.2 (current) has lots of glitches with (high) sierra in fullscreen mode. The current version doesn't respect the requested resolutions. There is an issue in GLFW repo i opened about it. Upcoming version GLFW 3.3 fixes a lot of those issues and will be merged here as soon as it's released. Meanwhile, stick to using windowed mode, as was only available till not so long ago :) Or if you're adventurous, download the master branch of glfw and put it in the directory, and add the required flags and it should compile and work fine. Last note: are you sure you want to code shaders on mac os using retina resolutions? I am amazed :) are you using a hackintosh? |
Hello, |
Feel free to use that meanwhile: And btw, try to clear your build folder and start from scratch with no cmake cache to build the project with the retina flag. Here it does the trick. I have seen some issues where changing your mind while toying with this flag didnt produce result unless you did a true clean build. |
As far as I can tell, it produce the same result on my mac. |
I don't know if this is related but if I choose 1920x1080 in full screen mode if Bonzomatic is launched from Xcode it doesn't display properly. If I launch Bonzomatic normally it works fine though. Dont know why launching from Xcode would be different. |
@alkama how did you compile your version? with your version, i had to change i've tried building from upstream and doing |
@nkaretnikov the version I compile forcefully disables Retina support because I dont want 4x larger framebuffers than I request, especially not on mac (considering their GPU). Blurry UI elements like title bar is what comes from disabling it. |
@alkama fwiw, i don't use fullscreen with the high-res mode enabled because it's messed up indeed. i just tailored the dimensions to match my resolution and do not tick the fullscreen checkbox. it's not just ui elements like the menu. my main reason for using high-res is font rendering. it looks like it's not aliased at all or maybe expects to be rendered on windows, not sure. e.g., symbols like "v" are not smooth at all. i've tried using bitmap fonts targeting low-res too (like the proggy family), but it's still not good enough |
@nkaretnikov you might want to open the console or launch Bonzomatic from a terminal to see the log lines about "requested framebuffer" and "obtained framebuffer" sizes. They come from https://github.com/Gargaj/Bonzomatic/blob/master/src/platform_glfw/Renderer.cpp#L305-L311 It might reveal some big difference between hiDPI vs non hiDPI support. |
@alkama oh yeah, i noticed that as well. eg with low-res
with high-res (your build + plist change) -- this is in non-fullscreen mode:
|
Yes, that's why I dont promote and actively disabled Retina support on Bonzomatic's default build :D IIRC, shader framebuffer is now offscreen (for feedback), so it could be decoupled from DPI, this would then make it possible to have HiDPI support for text and UI without impacting the shader performance! |
I cloned and compiled Bonzomatic on my Mac OS X 10.13.3 and I noticed two bug:
Here is a screenshot.
I selected a resolution of 1440x900 which is much smaller than my mac resolution (2 880x1 800, 220dpi) and the window is bigger than my screen.
It seem to be related with this GLFW issue.
I tried to manually add :
to the
Info.plist
of the App but the option "Open in low resolution" is still locked to true.The text was updated successfully, but these errors were encountered: